format and clean up DrawLineToTarget
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@@ -9,64 +9,62 @@
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#endregion
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using System.Drawing;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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{
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public class DrawLineToTargetInfo : ITraitInfo
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{
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public readonly int Ticks = 60;
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public virtual object Create(ActorInitializer init) { return new DrawLineToTarget(this); }
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}
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public class DrawLineToTarget :IPostRenderSelection
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{
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DrawLineToTargetInfo Info;
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public DrawLineToTarget(DrawLineToTargetInfo info)
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{
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this.Info = info;
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}
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Target target;
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int lifetime;
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Color c;
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public void SetTarget(Actor self, Target target, Color c)
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{
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this.target = target;
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lifetime = Info.Ticks;
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this.c = c;
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}
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public void SetTargetSilently(Actor self, Target target, Color c)
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{
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this.target = target;
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this.c = c;
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}
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public void RenderAfterWorld (Actor self)
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{
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var activity = self.GetCurrentActivity();
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if (activity == null || activity is Idle)
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return;
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var force = Game.GetModifierKeys().HasModifier(Modifiers.Alt);
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if ((lifetime <= 0 || --lifetime <= 0) && !force)
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return;
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var p = target.CenterLocation;
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Game.Renderer.LineRenderer.DrawLine(self.CenterLocation, p, c, c);
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for (bool b = false; !b; p = self.CenterLocation, b = true)
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{
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Game.Renderer.LineRenderer.DrawLine(p + new float2(-1, -1), p + new float2(-1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(p + new float2(-1, 1), p + new float2(1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(p + new float2(1, 1), p + new float2(1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(p + new float2(1, -1), p + new float2(-1, -1), c, c);
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}
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Game.Renderer.LineRenderer.Flush();
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}
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}
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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{
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public class DrawLineToTargetInfo : ITraitInfo
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{
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public readonly int Ticks = 60;
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public virtual object Create(ActorInitializer init) { return new DrawLineToTarget(this); }
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}
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public class DrawLineToTarget : IPostRenderSelection
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{
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DrawLineToTargetInfo Info;
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public DrawLineToTarget(DrawLineToTargetInfo info)
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{
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this.Info = info;
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}
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Target target;
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int lifetime;
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Color c;
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public void SetTarget(Actor self, Target target, Color c)
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{
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this.target = target;
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lifetime = Info.Ticks;
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this.c = c;
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}
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public void SetTargetSilently(Actor self, Target target, Color c)
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{
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this.target = target;
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this.c = c;
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}
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public void RenderAfterWorld(Actor self)
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{
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if (self.IsIdle) return;
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var force = Game.GetModifierKeys().HasModifier(Modifiers.Alt);
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if ((lifetime <= 0 || --lifetime <= 0) && !force)
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return;
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var p = target.CenterLocation;
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Game.Renderer.LineRenderer.DrawLine(self.CenterLocation, p, c, c);
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for (bool b = false; !b; p = self.CenterLocation, b = true)
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{
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Game.Renderer.LineRenderer.DrawLine(p + new float2(-1, -1), p + new float2(-1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(p + new float2(-1, 1), p + new float2(1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(p + new float2(1, 1), p + new float2(1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(p + new float2(1, -1), p + new float2(-1, -1), c, c);
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}
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Game.Renderer.LineRenderer.Flush();
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}
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}
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}
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